Unless you got clever and put a 2 sets of glasses there. 1 hi and 1 lo poly with the appropriate detail settings . Hmm, not sure if that would work tho.
I know very little about unreal ed... but conceptually, I would think putting a rough lowpoly map-geometry block to go where the glasses are, then overlay the static mesh glasses over them, set to high detail, and make them pass-through.
That way, the high poly glasses aren't there for the low end, but the geometry is the same as far as physics go. The only problem I could see is the fact that the low poly glasses will still be processed underneat the static mesh glasses on high detail.
Poly count is most definately the problem. When I looked carefully at the glasses, I could see just how many polys you had put into them just to give a more realistic and not so blocky shape. So I did a bit of looking around about high poly counts and static meshes to find some interesting information.
It turns out that when a model is put into a static mesh file performance DOES improve. It's simply uncommon to see such a high poly count dedicated to a single object in a DB map which is why not many DB maps have static mesh files. I think however it may be wise in this case.
Last edited by Armagon on 09-04-2003 19:29, edited 1 time in total.
I'm having trouble converting them to static meshes at the moment, they keep appearing 'inside out'!
Does that mean I don't need to post the unshiny version then?
Have changed the spectacles to Static Meshes and added a calender to the side of the cupboard.
I had to remove the shine from the frames as that seems to be causing the 'inside out' problem.
I'll change the colour of the frames to a darker 'brass' effect tomorrow.
How did you convert the glasses to static meshes? I hope you didn't use UEd to do it, it'll cause all sorts of slowdowns as UEd's far from efficient at making static meshes.
Armagon wrote:
Map runs much better now and still looks leet
Good!
Yes I did use Ued and I know about it's limitations regarding the creation of static meshes, hence the reason why they are made the way they are. One for the glass, one for the frame around the glass, one for the two bridging sections and one for an arm.
If the objects are relitivly simple like this there are no problems, unless you try and use a shiny surface for the frames like I did! I still don't know why that doesn't work...
Added goal score appearing in other lens when goal is scored.
Changed radar to cover the whole of the table area.
Updated preview pictures.
Changed calendar picture and put writing on it...